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thank you for your kind words and advice! The generation was just different seeds of perlin noise to create ore clusters and caves, although a cellular automata approach would be interesting.

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I'm going to have to try something like that for one of my game jams soon! I love procedural generation, but it's so hard to implement in a game jam setting, so I was extremely impressed to see that.

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Not sure how hard it is to implement perlin noise procedural generation in other engines, but Python made it very easy with the perlin_noise library. Definitely a cool feature to implement during a short time constraint!